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Cart #8864 | 2014-05-31 | Embed ▽ | No License
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qb file import

but color change o(„_ƒ)

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Cart #11263 | 2015-06-12 | Embed ▽ | No License
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Example of animated clouds created with the emitter :)

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Hey All

Voxatron 0.2.12 builds are now up, and will shortly be up on Humble Store (check the version number in the filename). If you don't have a lexaloffle account (Games > My Games) and would like one, you can activate it from your humble store page (see this thread). To update from a Humble Store account, search your email for the download page link, or request a new one here.

Another update for folks designing stuff.. doors, Designer performance, .qb file importing, object instance browsing and title screen support. As usual earlier carts should still function roughly the same, but let me know if you notice any breakage. If there aren't any show-stopping bugs, I'm going to work on getting the manual up to date and posting some tutorials, but for now here's a quick intro to new features..

[ Continue Reading.. ]

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Cart #8842 | 2014-05-28 | Embed ▽ | No License
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By Matt for Digital Monkey School.

Change Log v.03:

-Added 2 new rooms + new area specific environment assets
-Added new weapon
-Added new enemy

-Fixed non-progression bug after dieing in sky level ( red flag for room 6 )
-Fixed ceiling collision in rooms 3 and 4
-Fixed some sounds

-Made knife instantly collectable
-Made life on respawn invisible and instant
-Removed some zombies in rooms 3 and 4 to make it easier.
-Zombie damage / health reduced
-Zombie random wander state removed
-Zombie hair color changed
-Zombies sometimes drop bandaids now
-Gave cannon sound

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Okay, so it looks like since I've been away, Voxatron has shifted towards a virtual voxel-based console system, which I think is super cool. And I know the current version is only 0.2.1 and that it's original inspiration is Robotron...however...

It would be nice to set controls to something other than twin stick shooter-based controls (and beyond just mapping stick two to the mouse, etc.)...

I.E. I'm not saying just making it a completely open scripting language based system because that is cumbersome for beginners and such. The current level editor and checkbox style main editing is just fine...however, choosing different control schemes and level-base properties would be welcome. For instance:

Platformer - Controls would be one stick for movement and 2 or 3 buttons for actions, one of them shoot, one of them jump, one of them free assign (i.e. use item?) and have option for the map to 'lock axis' to keep free 360 movement from happening either on x or y axis depending on the person making the stage.

Scrolling Shooter - Controls would be same as platformer, except you have two shooting options and third button could be free assign (i.e. shield activate? Drop bombs?). Autoscroll x/y would be a level option along with 'loop background' as possibility...

RPG - Same as platformer without scroll locking, jump would be optional button.

etc.

That's just some examples of how it could work. In the main voxatron control setups, the user could set their own controller options per type of level that way they don't have to remap them in the middle of a game. It's already setup for all possibilities to their preferences before they play a cart.

I think it'd fairly easy to add these 'base modes' to the editor and even have it on a per level basis that way if someone wanted to go all out with one of those old NES games that have multiple modes (like Bayou Billy or Vice: Project Doom), then these modes are tied to the level itself, not the entire cart.

Anyone have comments on this? Yay/Nay?

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Here's a WIP preview of labels designed for Voxatron 0.3.* releases. They will be mostly brushed up existing cartridges (e.g. Twisty Castle will be extended and given a 2P option), but there are a couple of news ones too. I'll let you guess what they are for now :)

Also just a heads up for designers, it looks like 0.2.12, which irons out doors, title screens, and many little engine details, will be ready at the end of this week.

Catch you soon!

  • z
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Cart #8833 | 2014-05-23 | Embed ▽ | No License
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Updated version of Civilian Commando 0.2 by Matt for Digital Monkey School classes :)

X Added a temporary Game Exit to the 6th room. More rooms to come..
X Made the glass destructable in the museum
X Mud Zombie Dudes are now more difficult
X Added extra Mud Zombie Dude attack type.
X Added a temporary fix for the low health issue when respawning
X Removed Grenade Self-Splash Damage
X Changed Grenade throws to be more effective
X Weapon pickups now have flashing arrow icons to make them easier to see
X Changed room save flags to be red (checkpoint at entry instead of exit)
X Added room clear goal to room with grenade pickup
X Fixed collision in some areas
X Changed lantern art to look less like a cake with a ribbon

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hi zep an other voxatronians!

im starting a new bug bucket for 2.11

heres the problem. D started a community level pass down you mighta noticed. chaosking2 made a song for their room using milkytracker (cool tune). then when i tried to save my room it crashed so i made my room seperately but now Kling couldnt save it to the community pass down either. I noticed the song adds alot of dots to the PNG/data box at the base of the picture so guessed it might be the song thats the problem/issue. either that or OS incompatibility?

Can you please confirm whether or not its the song thats crashing voxatron when trying to save? I assume as its a new addition it may be whats encountering problems. who woulda thought the community pass down would end up uncovering a muscial co-op bug. :)

If you can figure out how to get my room onto the community pass down level thatd be awes. Or if its the song maybe it could be removed then added at the end as a workaround.

thanks Zepperoni!

UPDATE: im so stoopid. It is the songs making it crash and i didnt notice that kibcob also had made an epic glitch chip tune track. so i tried saving the level to a new name after deleting the tracks and it DIDNT crash. so alas it is the theme tunes f**ing with the save.

:/ goodluck hope its an easy fix.

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Hey Kling or bugglesman,

I'm almost done with a bullet storm game called "Mini Mech: Final Assualt" and I need some help. I attached a file with the three bosses in the game along with the main character. If you have the time I need help making attacks for the bosses to make a fully functional boss. I have done some work on them as you will see, I made all of their animations and made some for warnings as well. The file contains three folders: one for the Mars boss (normal difficulty), which I completed (feel free to make adjustments), one for the Hydra boss (hard difficulty), and one for Janus (the final boss). Whatever you make I will use and possibly make some minor changes, for instance the color of the attack. I will also make the final adjustments for the boss difficulty. I trust both of your creativity and talent. If you need me to make any more animations please let me know, and thats if you even what to help me out. I can make some animations or models for some of your projects if you like.

I also need help with the plasma grenade pickup, I can't get it working right.

[ Continue Reading.. ]

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Cart #8806 | 2014-05-17 | Embed ▽ | No License

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Cart #8804 | 2014-05-17 | Embed ▽ | No License

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Can the original font from the console still be used? I used the @ command and I get nothing.

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Cart #8796 | 2014-05-14 | Embed ▽ | No License
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Level by Matt for Digital Monkey School class work in progress :)

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EDIT: DELETE THIS POST

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Hi Zep,

I noticed that when you pick up the sword the player is equipped with the body animation. I made a body animation for the laser gun so that the player is actually holding something, but it didn't work. The weapon only shows when you're shooting. How do you show the weapon when it's picked up?

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Hello everyone,

I thought it would be fun to make a community pass down of levels. For this pass down level experiment there is some important rules, PLEASE READY CAREFULLY.

The first person that posts will make the next level (ONLY ONE ROOM).

This means there should only be two posts for each level creator (ONLY LEVEL CREATORS CAN POST): One to save your spot to avoid multiple submissions and the second for the attached .png to continue the pass down. NOTE: I may post to help keep the rules in order.

Once the .png is submitted whoever makes the next post must continue the level pass down.

Other Rules:

You must make the destination from the previous room to your room only. If you make a mistake the next person must connect the rooms.

The door should always be north and in the middle.

The room should only be the standard 128 x 128.

Make one block in the Block Folder and use it.

Make one object in the Object Folder and use it.

[b]Optional Rules

[ Continue Reading.. ]

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I was playing with exporting and couldn't get console to open in-game. Is it still both shifts down? Thx in advance

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This is an experiment with switching player models. When henry leaves his (poorly furnished) castle, he enters a (sadly barren) world map as a tiny version of himself. In the world map mode henry moves slower (in voxels, faster in scale distance) and cannot jump.

I achieved this using player modifiers triggered by player distance to a marker (distance < 500, so always while in room).

Edit: Found my error and updated the map.

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